I was unable to work much on it recently,but I thought a little update would be nice.

As mentioned before,I'm working on morph rendering.It's progressing nicely. I' ve replaced the first model with one including 3 morphs to test the rendering code.Sorry for the model.It will never win in a modeling contest, but for testing it's OK for now.

Morph rendering is done in real time,not per frame.Interpolation is calculated exactly like it's shown in thegraph editor.Only thing left is to deal with the morph normals.UI allows to test function like Start,Stop,Pause and Resume,change some parameters like Morph_LoopState and Morph_Durationand operate manually by changing Morph_Time.

To try the program,you need a video card supportingOpenGl 3.3.To check your video card support,start Anim8orand go to menu About/OpenGl Info.Please note the first 3 linesif the OpenGl version is equal or higher than 3.3.

Run the app by double clicking the batch fileAn8RenderRun. If you try it,let me know how it goes.

It should run without problem.But if it crashes,after the app is closed, a file named "debug" should have been created.Please post it.Please also post OS and the OpenGl Info.

You can still change model in the General UI to see the apollo-soyuz assembly.

I had to stop working on An8Render and until I' m able to startagain, I thought I would share part of the research result.I know this post won't be on the most read list,but I hope it could be useful to users writing Anim8or related apps like renderer.converter,etc , or users interrested in the Anim8or 3D file format or simply the math used in Anim8or.

As mentioned in the file title,it's about controller interpolation. Info is presented in a pdf file.I zipped it to be able to upload it.

In the preceding post, I uploaded back the An8Render2.zip file in case someone would like to see morphs rendered using the interpolation code.

You tried An8Render2.The apollo-soyuz assembly looks good.3 lights are used,2 spots and 1 infinite.The morph test model as I said before, looks awful,but it serves its purpose with multiple morphs,multiple keyframes with all kinds of bells and whistles like threshold,corner,etcCould you please post your OS and videocard model.I'm always interested in getting this info.

I've nerver seen this explained on this forum neither the preceding one.Always thought it should be part of the Anim8or file format specification.Not necessarily the entire math explanation or the code,but at least the formula and the calculation of a,b,c,d from the file data.Maybe as an appendix.

Might also be helpful for your Anim8or<-> Collada converter eventually.